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Now I have to admit I play without any other AI characters so all the islands are available to me which makes it easier to make separate islands for different goods.
If you want to explore this method use the blue print mode to layout the outsource island and then when your ready put the original factories or plants on PAUSE until your new island has caught up with production then phase them out slowly.
Go slow and keep an eye on your income. I set up trade routes to pick up one good at one island an deliver to 4 or 5 other islands in a loop, makes it a little easier to keep track of all the necessary trade ships. I also name my islands based on the good being produced, Industry Isle, Dynamite Bay (with Advances Weapons production), Bread Land, Beer Isle, Etc.
Give it a try. Have fun.
Most games, I just outsource primarily the polluting industry, though.
Quite a few industries are also innocuous-- just beware of those dealing with pigs, steel, or brass. I don't worry about the pig-related industries on the clean island, as long as they are meant only to supply the local population without producing surplus for sale or trade. With silos and eventual electrification you won't need many. IMHO It seems safest to make each populated island as self-sufficient as the constraints of its resources and the pollution problem allow. Unnecessary specialization is unnecessary vulnerability.
Assuming you have Land of Lions, research the specialists you'll need to replicate your local production; you'll probably be re-using the local specialists in some other location later on in your session anyway (if not immediately in a less optimal manner).
But also I think it's important to reflect on why you're wanting to separate production chains. If it's for attractiveness, space for population, not enough resources on source island, etc. Don't feel like you need to move your production chains outwards from, say CF, unless you (in your goals) really need to. The only real constraint is the one in your head, but when you gotta move, you gotta move. And once money doesn't matter, the only cost of these little efficiency games is construction materials (i.e. time).
Indeed. That's my third settled island, and in my fav map it is close to the first two. A cluster of tallow and soap factories around a trade union with appropriate items installed, and pig farms around the edges, can produce enough soap to keep two schooners busy selling it to the prison, which is not far away. There's enough left over to fill my flagship rather often, equipped with trade-enhancing items, plying the same route manually and buying items when there. I'm soon rolling in money, so even the most expensive items are affordable. Once these plants are electrified, the surplus becomes really impressive and can easily supply the beautiful capital island in addition if desired. It's one place where specialization does pay off.
Very tempting, although it's easy to overdo this early in the game and run out of influence for ships and settling more islands. I'm especially fond of the items that reduce workforce, to get the most out of small uninhabited islands. This doesn't always make enough sense for me to recommend it, but it's just a challenge that I enjoy.
How do you manage the insane need for raw materials later on ?
Logs, Coal , Ore etc.
CF is the only island that actually has some mining potential output.
DO you dedicate trade unions just to buff mines or do you consider that wasted space because they have to be put in sub optimal positions ?
The Docklands are also completely overpowered for late-game supply issues, since they can literally exchange almost anything for almost anything else at whatever amount you can handle.
If you don't have docklands, then you depend heavily on items and electricity to increase your mines' production (bizarro-balloono-magn8 +1 iron ore per production cycle, Jörg von Malching +70% production, Feras +50% production, simmon's electrifying elevator +40% production, electricity +100% production - together 360% production (100% base), plus another 360% for iron production), reduce the needed input (Mrs. Mayson makes canneries use flour instead of iron ore, dario replaces iron with iron ore as input for certain factories, making the need for coal obsolte...) or reduce consumption. Don't forget to look at zoological item sets and their effects, either!
- islands with almost no workers on them, full of "0 workforce" items. Everything is done automagically by geenies, I guess.
- 500% and above production
- Upwards of 80 tons per minute of any one particualr product
- Just tons and tons of ships with loading speed and movement items.
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But even before I was that, it became SUPER clear that you are meant to move most things off island. Because a certain population type does a certain type of work. Like, super early game. Tier 1&2. To make work clothes, you need for every one farm with a silo, about 120 farmers. That 10 to 12 buildings producing NO MONEY, compared to the same space, ocupied by engineers who produce a ♥♥♥♥ ton of money.
So it's all about space. You want to move your less skilled work off island. You want to move your big industry off island. But you don't necessarily want to move EVERYTHING off island.
Case in point. It's silly to make unhappy workers on some far flung island that produces wheat and / or flour. Just bring the wheat home to your money island, and a really small group of workers can just bake it.
Same for africa. Don't need to make elders on some unimportant farm island, just so they can boil some crabs. No, just ship everything to your money island and boil the crabs locally.
But things that are absolutely horrible, like steelworks. Like foundries. Those have to be moved. Later in the game, you'll get items that reduce polution and do magic things with those foundries. That's not a sign to move them back. No, it just means your backwatter islands become less of a backwatter.
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So TL;DR - if it requires just a handful of skilled labour and does not polute, keep it on the money island. If it requires a huge number of mid-level people, move it off island. If it requires anything more than 20 farmers, move it off island. Even fishing ports will disapear at some point, and you can completely remove farmers from important islands.
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Another tip. If you make an island that has low density housing but high density production. Aka, overalls, clothes. A peasant house has 10 pepps, one sweat-shop requires 50. For those, give the peasants lifestyle goods. It increases housing density.
In late game you'll want 0 workforce items.
I find Canned goods very annoying to make, sometimes i cant decide if i should import goulash or straight up Canned Goods